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1.47: Kill Streaks, Customizable Difficulty Mods, & New Win Condition!
This version raises the stakes by adding kill streaks! If you kill 4 players in a row without dying, the server will announce to everyone that you are, as they say.. "owning". It sounds much cooler in game. At 6 kills you are wicked sick, 8 kills unstoppable, 10 kills on a m-m-m-monster kill and 12 kills you are GODLIKE! Additionally on each of these stages you will be rewarded with a randomly generated buff, that lasts until you die. Here is the full list of perks you can randomly get when you hit a kill streak milestone:
The rules for winning have changed. Previously you needed to reach 100 score and then win the following round. There were 2 issues with this. Firstly, it was confusing. Secondly is that if your score was very far behind, you would feel a bit hopeless, like you could never catch up. But that's all fixed now. Now, to win the game all you need to do is this - win round 4. It doesn't matter what your score is. You can mess about in a casual GTA-style way in the first 3 rounds and still have a chance at victory. Everyone now has hope of winning right up until the final showdown, and players in the lead must stay on their toes or else they'll have their victory snatched from them. The core focus of the game therefore has now changed. The point of the first 3 rounds now is to get as FARMED as you can, with as much cash and XP as possible. When you start round 4 you want to be an OP juggernaut with the highest chances of winning possible. And how to get you get farmed fast? Kill streaks. Focusing on quality engagments and putting your skills to the test.
Survival Mode has gained a huge amount of replayabilty with the addition of Difficulty Modifers. When you start a survival run you can enable 1 or more modifiers, which will make the game more challenging in various ways. If you manage to win the game with a modifier enabled, you will complete it, like a challenge. And you will also gain bonus score, XP and kill coins. There are 18 modifiers at the moment and they are designed to get you to play in various ways. Some are much harder than others, and give bonus score and XP to compensate. Here are some example: Minefield: Covers the map in hidden Fission Mines that will detonate shortly after you step on them (protip: use a car). Super Swarm: Spawns 3x as many zombies in the zombie phase (protip: get some AoE skills). Spellcaster: Your weapons deal -25% damage, but skills +50% damage (protip: get Plasma Ball). Explosive Retaliation: When you kill an enemy, they will toss a final nade at you (protip: have some shifts saved up to dodge it).
This version improves the graphics with bigger car and player explosions. It also improves performance and netcode stability too. Skills and weapons have been rebalanced. The economy of cash and XP is far steadier - providing more interesting decision making opportunities. There's a new skill called Arcane power, which makes your next shot extra powerful immediately after casting a skill. In survival mode, there is a new sandbox stage after the zombie swarm. This stage lets you free-roam the map with no time pressure, fighting cops in true GTA style. There is also a new staging area before the game starts so all co-op players can ready up before starting. Scoring for the leaderboard has also been streamlined, and is now a measure of who can survive with the most difficulty modifers enabled. Read the changelog for the full list!
We're getting closer to going F2P. It's looking like early December, but I'll make an official announcement once Valve confirms. I'm very excited to see our playerbase grow! Reminder: Anyone who has already bought the game, or buys the game now, will be given the Deluxe Edition DLC, which is the same price as the game at the moment. So whether you buy now or after going F2P doesn't really matter. But if you want to try the F2P multiplayer first that's fine, just wishlist the game now and hop online in December!
Geneshift is 45% off. Hooray!
Note: Some of these have already been patched in the last few weeks, so you may have read them already in-game. This is the complete list of changes since the last major Steam announcement. --- NEW VICTORY CONDITION --- - Players no longer need to reach 100 score to be able to win the round in PvP BR modes. - Instead, each match will always run for exactly 4 rounds. And whoever has the highest score at the end of the fourth round will win. - In practice, the winner is the player who wins the final round. Because the final round gives +300 score (other rounds give +30). - The placement scoring for the final 6 players is now only awarded on round 4 and gives out +10/20/30/40/50/60 score instead of +10/14/18/22/26/30. - In earlier rounds, the final 6 leaderboard now awards bonus XP instead. Giving +300/400/500/600/700/800 xp. - Rounds 1, 2 and 3 now give special rewards to the winner. Round 1 gives +$3000. Round 2 gives +20 max hp. Round 3 gives +1 life (and a bonus life container). Hold TAB to see this in-game. --- SURVIVAL DIFFICULTY MODIFIERS --- - Players can now enable "difficulty modifiers" before starting a survival game. These make the game harder in interesting ways, and award bonus XP. - If you manage to beat the survival run then you will "complete" that modifier, like a challenge. This will award you +100 kill coins the first time you do this. - You can only attempt one new modifier at a time. But you can stack as many completed modifiers as you like, for more total XP gain. --- GAMEPLAY CHANGES --- - Tier 2 weapons now cost $8000 instead of $5000 - Rare loot crates now put out an extra 300xp - Max hp overheal is now 200 instead of 150 - When you consume a life you only come back with 100hp, not max hp - Police bounty goes back to $500 per star instead of $1000 - Made cops more forgiving and avoid you in combat - All missions give +200xp now, even the ones that give a random perk. So it's either 200xp + a perk, or 200xp + $3000 - The cutoff time to get combo kills is now 3s instead of 2.5s - Electrified a few rooftop to prevent camping them in final showdowns. They deal 20hp/s damage - Civilians will always drop a bit of loot now, either cash or XP - Cash and XP for player kills is completely changed, and now uses the formula $100 x Kill Streak. Don't die or you'll lose your streak! - Special bonuses are given at key milestones during your streak, as well as a epic voiceovers announcing your awesomeness to the server. - You will lose 10% of your current cash when you die. - Added a new XP breakdown when you hold TAB, similar to the score breakdown, which shows all your various sources of XP - Added a new skill called Arcane Power, which replaces Vapor Slide (an add-on to Plasma Ball) - Arcane Power increases the damage of all your skills. Also whenever you cast a skill, the very next bullet you shoot with be enchanted with extra damage - In PvP BR modes you now get +5 score whenever you level up - The biggest kill streak leaderboard in the main menu now only applies to PvP BR modes - In the skill tree, left clicking the same skill again will toggle its enabled/disable status if allowed - You only get +20 max hp instead of +30 max hp for winning the 2nd round - Flattened the XP leveling curve a bit, making it easier to hit higher levels - Made vehicle explosions look cooler - Guaranteed skills for drafting are back to 3/6/9 instead of 2/5/8 - Players now deal 2x damage vs cars when they are empty or filled with cops/civs. Previously this only applied to knives - Increased the amount of driveby missions in the map at once, from 3 to 5. - Slightly increased default weapon zoom range. - Superweapons now cost $15k instead of $12k. - Increaesd the sized of the wanted circle at lower levels. - Standard survival requires 1 less assassination per round. - Zombie betting now gives XP instead of cash (eg: instead of $1000 cash it'll give 100xp). - Zombies will now only spawn into the red zone during overtime in round 4 only. Not in earlier rounds. - Vendors are slightly more likely to carry upgrades of the guns you already hold. - Reduced the damage of grenades and bazookas by 10hp each. Moltov DPS is now 10hp/s instead of 15hp/s. - Grenades now do 2x damage vs civs and cops, like bazookas already do - Players must reach level 20 before they are able to play Conquest or CTF modes - Fixed some glitches with vertical auto aiming prioritizing civilians - Non-DLC players now get 10 free attempts at survival instead of 5 - Increased the rate you level up in survival mode by 20% - Slightly reduced enemy accuracy and reflexes in hardcore mode (still harder than standard though) - Winstreak bonus is now +5% XP instead of +10%, and is capped at +50% instead of 100%. - The referral system no longer requires recruits to be level 10 or to be your Steam friend - Once you get 5 recruits you will get a free Steam key as well as a bonus +1000 kill coins - Players now show off their skills and skill medallions when they win a BR round - The supporters medallion now shows next to your name in-game - You now only get 1% XP for each skill enabled, instead of 2%. This is more friendly to ppl making custom skill builds. - Made zombie bots spawn closer to the red zone in overtime, in case they wanna go bet - Chemical Boost cooldown speed buffed to 150/200/250/300% instead of 125/150/175/200% - Reduced required nade kills for the spagetti quest by 1 - Missions give $3000 and 300xp instead of $2000 and 200xp - Loot Spawners give $3000 and 300xp instead of $2000 and 200xp - Passive healing is now 10hp/s instead of 15hp/s - Emergency shifts gradually get smaller and smaller as you become exhausted. Shifts normally move you 22m/s. Then the first emergency shift moves 17, then 12, then 7. - Emergency shift damage penalty starts counting at -1hp then -2hp, then -3hp and so on. - Supply Drops no longer include a +10 max hp kit. This now appears in the heart crate instead. - Max wanted level no longer stops you from buying from vendors. - Cops no longer give score. - Missions no longer give score. - Loot spawners no longer give score. - Half as much XP is given for zombie betting. - Tier1 guns will appear in vendors if you don't own any primary/secondary weapons at all. - The kill combo duration is now 2.5s instead of 2.0s . - Superweapon ammo costs $1500 instead of $2000 to fully refill. - Superweapons start with +30% DMG instead of +20%. --- WEAPON & CHEMICAL CHANGES --- - M60 damage is now 10 instead of 11 - SMGS range is now 40 instead of 35 - Spas & Blast Cannon range is now 35 instead of 30 - M3 spread is now 18 instead of 15 - Minigun spread is now 4 instead of 6 - Flamethrower bullet speed is now 60 instead of 45 - Barrett now does 60hp damage instead of 70hp, but has RPM of 60 instead of 40 - All snipers now deal x1.5 damage vs civs/cops - Skill Stimulant only gives +10% XP, not +20% passively. But is now multiplied with the full kill combo --- SKILL CHANGES --- - You can no longer throw nades behind a forcefield. Tossing a nade will explode the shield instead - Force Field no longer does shatter damage. This has been moved to Bouncing Bullets, dealing 10/15/20/25hp - Force Field now has health of 50/65/80/100hp. If it runs out of health it will explode prematurely. Cops/civs don't damage the force field however - Skill Shot reduces cooldowns by 8% instead of 10% per charge. However charges are no longer lost on death - Levelling Plasma Ball now increases its size as well: 10/12/14/16 (previous size was 14) - Plasma now does 150% damage vs civs/cops - Force Field duration is now 3s instead of 5s. - Force Field move speed is now 60/75/90/110% instead of 60/80/100/130%. - Soul Drop ROF reduction is now 65/60/55/50 instead of 60/50/40/30. - Sonar Cells no longer reveals invisibility. - Invis duration is now 8/12/16/20 instead of 8/16/24/32, and cooldown is now 15 instead of 12s. - Spike Trap cooldown is now 20/18/16/12s instead of fixed at 20s. - Plasma damage is now 0.7/0.8/0.9/1.1 instead of 0.5/0.7/0.9/1.2 and cooldown is now 20/16/12/8 instead of fixed at 10s - Regeneration delay time is now 3/2.5/2/1.5 instead of 3/2.6/2.2/1.8 (default is 3.5) - Venom can now kill civilians (still caps at 1hp vs players) - Skill Shots no longer triggers from knife kills, but has 30% chance to trigger vs civs/cops instead of a 20% - Chemical Boost cooldown speed buffed to 150/200/250/300% instead of 125/150/175/200% - Chemical Boost jump heights buffed to 6/9/12/18 instead of 4/7/10/15 - Soul Drop no longer triggers if you spawn in the air - Spike Trap no longer returns to the owner. Spike Trap duration is now 8s instead of 5s. - Spike Trap damage is now 30/40/50/60hp instead of 20/30/40/50 - Vampirism healing is now 8/12/16/24% instead of 10/15/20/30% - Critical Shifting damage boost is now 20/25/30/40% instead of 10/15/20/30% - Critical Shifting duration is now 0.6/0.7/0.8/1.0 instead of 0.8 - Illicit Income no longer works on the end of round zombie swarm in survival - Invis move speed is now 1.2/1.4/1.6/2.0 instead of 1.1/1.2/1.3/1.5 - Invis duration is now 6/8/10/12 instead of 8/12/16/20 - Increased smoke bomb vertical range slightly - Venom dps is now 12 instead of 10 and seeking is now 40 instead of 30 - Nerfed the cash rate for Illicit Income at higher wanted levels - Buffed Xray damage linger duration to 2/4/6/10s instead of 1/2/3/4. - Arcane power bullet damage is now 10/12/14/16 instead of 5/10/15/20 - Venom Shot duration is now 2.5/3/3.5/5s instead of 2/3/4/5, and total damage output is now 30/40/50/70 instead of 24/36/48/60 - Plasma Ball does 5hp less damage at all ranges --- BUG FIXES --- - Fixed a bug where you could rejoin after the warmup round with warmup guns - Fixed a bug where the end of round XP bonus for not dying in survival wasn't being applied - Fixed a bug where bonus civilian kill combo XP wasn't counting towards our out of game progression - Fixed a bug where you could jump over a car to avoid taking damage
[ 2022-09-26 17:00:50 CET ] [ Original post ]
Kill Streaks
This version raises the stakes by adding kill streaks! If you kill 4 players in a row without dying, the server will announce to everyone that you are, as they say.. "owning". It sounds much cooler in game. At 6 kills you are wicked sick, 8 kills unstoppable, 10 kills on a m-m-m-monster kill and 12 kills you are GODLIKE! Additionally on each of these stages you will be rewarded with a randomly generated buff, that lasts until you die. Here is the full list of perks you can randomly get when you hit a kill streak milestone:
- +1000 cash
- +100 xp
- ammo & hp restored
- +20% skill damage
- +10% gun damage
- +15% bullet speed
- -30% recoil
- -35% shift cooldown
- -35% chemical cooldown
- +50% regen rate
- 200% civ/cop XP
- vendor discounts
- extra jump height
- 20 global map vision
- bigger car explosions
New Victory Condition
The rules for winning have changed. Previously you needed to reach 100 score and then win the following round. There were 2 issues with this. Firstly, it was confusing. Secondly is that if your score was very far behind, you would feel a bit hopeless, like you could never catch up. But that's all fixed now. Now, to win the game all you need to do is this - win round 4. It doesn't matter what your score is. You can mess about in a casual GTA-style way in the first 3 rounds and still have a chance at victory. Everyone now has hope of winning right up until the final showdown, and players in the lead must stay on their toes or else they'll have their victory snatched from them. The core focus of the game therefore has now changed. The point of the first 3 rounds now is to get as FARMED as you can, with as much cash and XP as possible. When you start round 4 you want to be an OP juggernaut with the highest chances of winning possible. And how to get you get farmed fast? Kill streaks. Focusing on quality engagments and putting your skills to the test.
Survival Replayability with Difficulty Modifiers
Survival Mode has gained a huge amount of replayabilty with the addition of Difficulty Modifers. When you start a survival run you can enable 1 or more modifiers, which will make the game more challenging in various ways. If you manage to win the game with a modifier enabled, you will complete it, like a challenge. And you will also gain bonus score, XP and kill coins. There are 18 modifiers at the moment and they are designed to get you to play in various ways. Some are much harder than others, and give bonus score and XP to compensate. Here are some example: Minefield: Covers the map in hidden Fission Mines that will detonate shortly after you step on them (protip: use a car). Super Swarm: Spawns 3x as many zombies in the zombie phase (protip: get some AoE skills). Spellcaster: Your weapons deal -25% damage, but skills +50% damage (protip: get Plasma Ball). Explosive Retaliation: When you kill an enemy, they will toss a final nade at you (protip: have some shifts saved up to dodge it).
Other Fun Changes
This version improves the graphics with bigger car and player explosions. It also improves performance and netcode stability too. Skills and weapons have been rebalanced. The economy of cash and XP is far steadier - providing more interesting decision making opportunities. There's a new skill called Arcane power, which makes your next shot extra powerful immediately after casting a skill. In survival mode, there is a new sandbox stage after the zombie swarm. This stage lets you free-roam the map with no time pressure, fighting cops in true GTA style. There is also a new staging area before the game starts so all co-op players can ready up before starting. Scoring for the leaderboard has also been streamlined, and is now a measure of who can survive with the most difficulty modifers enabled. Read the changelog for the full list!
Free to Play Update
We're getting closer to going F2P. It's looking like early December, but I'll make an official announcement once Valve confirms. I'm very excited to see our playerbase grow! Reminder: Anyone who has already bought the game, or buys the game now, will be given the Deluxe Edition DLC, which is the same price as the game at the moment. So whether you buy now or after going F2P doesn't really matter. But if you want to try the F2P multiplayer first that's fine, just wishlist the game now and hop online in December!
45% Discount
Geneshift is 45% off. Hooray!
Big Old Changelist
Note: Some of these have already been patched in the last few weeks, so you may have read them already in-game. This is the complete list of changes since the last major Steam announcement. --- NEW VICTORY CONDITION --- - Players no longer need to reach 100 score to be able to win the round in PvP BR modes. - Instead, each match will always run for exactly 4 rounds. And whoever has the highest score at the end of the fourth round will win. - In practice, the winner is the player who wins the final round. Because the final round gives +300 score (other rounds give +30). - The placement scoring for the final 6 players is now only awarded on round 4 and gives out +10/20/30/40/50/60 score instead of +10/14/18/22/26/30. - In earlier rounds, the final 6 leaderboard now awards bonus XP instead. Giving +300/400/500/600/700/800 xp. - Rounds 1, 2 and 3 now give special rewards to the winner. Round 1 gives +$3000. Round 2 gives +20 max hp. Round 3 gives +1 life (and a bonus life container). Hold TAB to see this in-game. --- SURVIVAL DIFFICULTY MODIFIERS --- - Players can now enable "difficulty modifiers" before starting a survival game. These make the game harder in interesting ways, and award bonus XP. - If you manage to beat the survival run then you will "complete" that modifier, like a challenge. This will award you +100 kill coins the first time you do this. - You can only attempt one new modifier at a time. But you can stack as many completed modifiers as you like, for more total XP gain. --- GAMEPLAY CHANGES --- - Tier 2 weapons now cost $8000 instead of $5000 - Rare loot crates now put out an extra 300xp - Max hp overheal is now 200 instead of 150 - When you consume a life you only come back with 100hp, not max hp - Police bounty goes back to $500 per star instead of $1000 - Made cops more forgiving and avoid you in combat - All missions give +200xp now, even the ones that give a random perk. So it's either 200xp + a perk, or 200xp + $3000 - The cutoff time to get combo kills is now 3s instead of 2.5s - Electrified a few rooftop to prevent camping them in final showdowns. They deal 20hp/s damage - Civilians will always drop a bit of loot now, either cash or XP - Cash and XP for player kills is completely changed, and now uses the formula $100 x Kill Streak. Don't die or you'll lose your streak! - Special bonuses are given at key milestones during your streak, as well as a epic voiceovers announcing your awesomeness to the server. - You will lose 10% of your current cash when you die. - Added a new XP breakdown when you hold TAB, similar to the score breakdown, which shows all your various sources of XP - Added a new skill called Arcane Power, which replaces Vapor Slide (an add-on to Plasma Ball) - Arcane Power increases the damage of all your skills. Also whenever you cast a skill, the very next bullet you shoot with be enchanted with extra damage - In PvP BR modes you now get +5 score whenever you level up - The biggest kill streak leaderboard in the main menu now only applies to PvP BR modes - In the skill tree, left clicking the same skill again will toggle its enabled/disable status if allowed - You only get +20 max hp instead of +30 max hp for winning the 2nd round - Flattened the XP leveling curve a bit, making it easier to hit higher levels - Made vehicle explosions look cooler - Guaranteed skills for drafting are back to 3/6/9 instead of 2/5/8 - Players now deal 2x damage vs cars when they are empty or filled with cops/civs. Previously this only applied to knives - Increased the amount of driveby missions in the map at once, from 3 to 5. - Slightly increased default weapon zoom range. - Superweapons now cost $15k instead of $12k. - Increaesd the sized of the wanted circle at lower levels. - Standard survival requires 1 less assassination per round. - Zombie betting now gives XP instead of cash (eg: instead of $1000 cash it'll give 100xp). - Zombies will now only spawn into the red zone during overtime in round 4 only. Not in earlier rounds. - Vendors are slightly more likely to carry upgrades of the guns you already hold. - Reduced the damage of grenades and bazookas by 10hp each. Moltov DPS is now 10hp/s instead of 15hp/s. - Grenades now do 2x damage vs civs and cops, like bazookas already do - Players must reach level 20 before they are able to play Conquest or CTF modes - Fixed some glitches with vertical auto aiming prioritizing civilians - Non-DLC players now get 10 free attempts at survival instead of 5 - Increased the rate you level up in survival mode by 20% - Slightly reduced enemy accuracy and reflexes in hardcore mode (still harder than standard though) - Winstreak bonus is now +5% XP instead of +10%, and is capped at +50% instead of 100%. - The referral system no longer requires recruits to be level 10 or to be your Steam friend - Once you get 5 recruits you will get a free Steam key as well as a bonus +1000 kill coins - Players now show off their skills and skill medallions when they win a BR round - The supporters medallion now shows next to your name in-game - You now only get 1% XP for each skill enabled, instead of 2%. This is more friendly to ppl making custom skill builds. - Made zombie bots spawn closer to the red zone in overtime, in case they wanna go bet - Chemical Boost cooldown speed buffed to 150/200/250/300% instead of 125/150/175/200% - Reduced required nade kills for the spagetti quest by 1 - Missions give $3000 and 300xp instead of $2000 and 200xp - Loot Spawners give $3000 and 300xp instead of $2000 and 200xp - Passive healing is now 10hp/s instead of 15hp/s - Emergency shifts gradually get smaller and smaller as you become exhausted. Shifts normally move you 22m/s. Then the first emergency shift moves 17, then 12, then 7. - Emergency shift damage penalty starts counting at -1hp then -2hp, then -3hp and so on. - Supply Drops no longer include a +10 max hp kit. This now appears in the heart crate instead. - Max wanted level no longer stops you from buying from vendors. - Cops no longer give score. - Missions no longer give score. - Loot spawners no longer give score. - Half as much XP is given for zombie betting. - Tier1 guns will appear in vendors if you don't own any primary/secondary weapons at all. - The kill combo duration is now 2.5s instead of 2.0s . - Superweapon ammo costs $1500 instead of $2000 to fully refill. - Superweapons start with +30% DMG instead of +20%. --- WEAPON & CHEMICAL CHANGES --- - M60 damage is now 10 instead of 11 - SMGS range is now 40 instead of 35 - Spas & Blast Cannon range is now 35 instead of 30 - M3 spread is now 18 instead of 15 - Minigun spread is now 4 instead of 6 - Flamethrower bullet speed is now 60 instead of 45 - Barrett now does 60hp damage instead of 70hp, but has RPM of 60 instead of 40 - All snipers now deal x1.5 damage vs civs/cops - Skill Stimulant only gives +10% XP, not +20% passively. But is now multiplied with the full kill combo --- SKILL CHANGES --- - You can no longer throw nades behind a forcefield. Tossing a nade will explode the shield instead - Force Field no longer does shatter damage. This has been moved to Bouncing Bullets, dealing 10/15/20/25hp - Force Field now has health of 50/65/80/100hp. If it runs out of health it will explode prematurely. Cops/civs don't damage the force field however - Skill Shot reduces cooldowns by 8% instead of 10% per charge. However charges are no longer lost on death - Levelling Plasma Ball now increases its size as well: 10/12/14/16 (previous size was 14) - Plasma now does 150% damage vs civs/cops - Force Field duration is now 3s instead of 5s. - Force Field move speed is now 60/75/90/110% instead of 60/80/100/130%. - Soul Drop ROF reduction is now 65/60/55/50 instead of 60/50/40/30. - Sonar Cells no longer reveals invisibility. - Invis duration is now 8/12/16/20 instead of 8/16/24/32, and cooldown is now 15 instead of 12s. - Spike Trap cooldown is now 20/18/16/12s instead of fixed at 20s. - Plasma damage is now 0.7/0.8/0.9/1.1 instead of 0.5/0.7/0.9/1.2 and cooldown is now 20/16/12/8 instead of fixed at 10s - Regeneration delay time is now 3/2.5/2/1.5 instead of 3/2.6/2.2/1.8 (default is 3.5) - Venom can now kill civilians (still caps at 1hp vs players) - Skill Shots no longer triggers from knife kills, but has 30% chance to trigger vs civs/cops instead of a 20% - Chemical Boost cooldown speed buffed to 150/200/250/300% instead of 125/150/175/200% - Chemical Boost jump heights buffed to 6/9/12/18 instead of 4/7/10/15 - Soul Drop no longer triggers if you spawn in the air - Spike Trap no longer returns to the owner. Spike Trap duration is now 8s instead of 5s. - Spike Trap damage is now 30/40/50/60hp instead of 20/30/40/50 - Vampirism healing is now 8/12/16/24% instead of 10/15/20/30% - Critical Shifting damage boost is now 20/25/30/40% instead of 10/15/20/30% - Critical Shifting duration is now 0.6/0.7/0.8/1.0 instead of 0.8 - Illicit Income no longer works on the end of round zombie swarm in survival - Invis move speed is now 1.2/1.4/1.6/2.0 instead of 1.1/1.2/1.3/1.5 - Invis duration is now 6/8/10/12 instead of 8/12/16/20 - Increased smoke bomb vertical range slightly - Venom dps is now 12 instead of 10 and seeking is now 40 instead of 30 - Nerfed the cash rate for Illicit Income at higher wanted levels - Buffed Xray damage linger duration to 2/4/6/10s instead of 1/2/3/4. - Arcane power bullet damage is now 10/12/14/16 instead of 5/10/15/20 - Venom Shot duration is now 2.5/3/3.5/5s instead of 2/3/4/5, and total damage output is now 30/40/50/70 instead of 24/36/48/60 - Plasma Ball does 5hp less damage at all ranges --- BUG FIXES --- - Fixed a bug where you could rejoin after the warmup round with warmup guns - Fixed a bug where the end of round XP bonus for not dying in survival wasn't being applied - Fixed a bug where bonus civilian kill combo XP wasn't counting towards our out of game progression - Fixed a bug where you could jump over a car to avoid taking damage
[ 2022-09-26 17:00:50 CET ] [ Original post ]
Geneshift
Nik Nak Studios
Developer
Nik Nak Studios
Publisher
2017-05-23
Release
Game News Posts:
81
🎹🖱️Keyboard + Mouse
Very Positive
(2410 reviews)
The Game includes VR Support
Public Linux Depots:
- Geneshift Linux [17.69 M]
Available DLCs:
- Geneshift: Supporter's Edition
- Gene Shift Auto: Deluxe Edition
Geneshift is a top-down shooter bursting with brutal gunplay and insane vehicle action. Unlock tactical mutant skills and outplay your friends in fast-paced online combat. Then coordinate your mutant attacks to defeat the rebel scientists and their zombie army.
- 16v16 MULTIPLAYER COMBAT
Battle in modes such as Capture the Flag, Checkpoint Racing and Zombie Survival. - 8 PLAYER CO-OP CAMPAIGN
Play solo or with up to 8 friends online to save the world from a zombie outbreak. - LEADERBOARDS & DIFFICULTIES
Replay the campaign in 4 difficulty levels and set high scores on various leaderboards. - OVER 30 TACTICAL SKILLS
Unlock tactical skills such as Invisibility, Teleportation, Force Fields and Plasma Ball. - INSANE VEHICLE ACTION
Ride with allies to do drive-by shootings, detonate car bombs and run enemies over. - SECRET BASE BUILDING
Build a secret base of hidden chemicals that gives you long-term strategic advantages. - COMPETITIVE SERVERS
Earn ranks in competitive servers that balance teams with a unique ELO rating system. - USER GENERATED MAPS
Create maps in the editor and unlock sexy cosmetics whenever your maps are played.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: 2.0 GHz dual core processorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512MB. OpenGL 2.0+ recommended.Network: Broadband Internet connection
- Storage: 512 MB available spaceAdditional Notes: Can run at 60+ fps. Requires the internet to save your progress. stats and highscores.
- OS: Ubuntu 12.04+
- Processor: 2.5 GHz multi core processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1024MB. OpenGL 2.0+ recommended.Network: Broadband Internet connection
- Storage: 512 MB available spaceAdditional Notes: Can run at 60+ fps. Requires the internet to save your progress. stats and highscores.
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